﻿////////////////////////////////////////////////////////////////////////////////////
// CameraFilterPack v2.0 - by VETASOFT 2015 //////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////

Shader "CameraFilterPack/Blur_Steam" {
	Properties 
	{
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_TimeX ("Time", Range(0.0, 1.0)) = 1.0
		_Distortion ("_Distortion", Range(0.0, 1.0)) = 0.3
		_ScreenResolution ("_ScreenResolution", Vector) = (0.,0.,0.,0.)
		_Radius ("_Radius", Range(0, 1)) = 0.1
		_Quality ("_Quality", Range(0, 1)) = 0.75
	}
	SubShader 
	{
		Pass
		{
			ZTest Always
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma fragmentoption ARB_precision_hint_fastest
			#pragma target 3.0
			#pragma glsl
			#include "UnityCG.cginc"
			
			
			uniform sampler2D _MainTex;
			uniform float _TimeX;
			uniform float _Distortion;
			uniform float4 _ScreenResolution;
			uniform float _Radius;
			uniform float _Quality;
			
		       struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
            };
 
            struct v2f
            {
                  half2 texcoord  : TEXCOORD0;
                  float4 vertex   : SV_POSITION;
                  fixed4 color    : COLOR;
           };   
             
  			v2f vert(appdata_t IN)
            {
                v2f OUT;
                OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
                OUT.texcoord = IN.texcoord;
                OUT.color = IN.color;
                
                return OUT;
            }

			#define tex2D(sampler,uvs)  tex2Dlod( sampler , float4( ( uvs ) , 0.0f , 0.0f) )
	
				float4 blur(float2 uv) {
				fixed4 col = 0.0;
				if(_Quality == 1.0) _Quality = 0.99;
				for(float r = 0.0 ; r < 1.0 ; r += (1.0 - _Quality)) {
					for(float a = 0.0 ; a < 1.0 ; a += (1.0 - _Quality)) {
						col += tex2D(_MainTex, uv + float2(cos(a*6.283184), sin(a*6.283184)) * (r*_Radius));
					}
				}
				
				col *= (1.0 - _Quality) * (1.0 - _Quality);
				return col;
			}

			float4 frag (v2f i) : COLOR
			{
				return blur(i.texcoord.xy);	
			}
			
			ENDCG
		}
		
	}
}